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FPSC Classic Product Chat / Dead people in MilkShape

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Nickydude
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Posted: 8th Nov 2009 22:59 Edited at: 8th Nov 2009 22:59
I'm going through Airslide's tutorial in the Official Guide: "How to create dead people in Milkshape" and at the end it says "you'll have to make it FPSC ready yourself". I'd be grateful if anyone can tell me how.

knxrb
FPSC Tool Maker
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Posted: 8th Nov 2009 23:00 Edited at: 8th Nov 2009 23:00
Hey Nickydude, shouldn't this be in Models and Media?

knxrb

crispex
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Posted: 8th Nov 2009 23:01
Use Wetham's Entity Workshop. First you need to export your model as a DirectX file (.x).

Temporarly away from the Phoenix Sentry.
Nickydude
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Posted: 8th Nov 2009 23:03
Will importing it into EW still retain the texture?

dark peanut
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Posted: 8th Nov 2009 23:06 Edited at: 8th Nov 2009 23:11
I don't think so..you'll have to add the texture yourself. I did it by importing into EW and it wasn't much trouble at all to add the texture though.
Either that or you could just make an .fpe file for it yourself (much faster IMHO)

EDIT: and it looks like Bigsnake beat me to the full explanation

dark peanut

current projects: a game about a guy
Bigsnake
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Posted: 8th Nov 2009 23:07 Edited at: 8th Nov 2009 23:10
Edit : I see everybody has answerd literly at the same time as I typed all this

This is how to do it manually without using any fpsc tools :

Well , First you will need a bmp image of the dead person so ppl will know what it looks like in the libary. Just take a print screen of it in milkshape then use something like gimp 2 or paint.net to crop it and maybe remove the background and make it look fancy using the magic wand selections tools

Secondly you will need the texture for it so just put that in the same folder as the bmp image

Thirdly you are gunna need the script , ive edited the dog man script since thats a dead body



That should be it/

You should now have the folling in your entitybank

modelname.bmp
modeltexture.TGA(.DDS)
modelname.FPE

That should be it. If ive missed anything out or got anything wrong then correct me anybody

http://image.fps-files.com/images/56Watermod_Logo.bmp[/img]
Conjured Entertainment
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Posted: 8th Nov 2009 23:09 Edited at: 8th Nov 2009 23:10
Quote: "modelname.bmp
modeltexture.TGA(.DDS)
modelname.FPI"


Isn't that an FPE file, and not an FPI script?

Bigsnake
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Posted: 8th Nov 2009 23:10 Edited at: 8th Nov 2009 23:11
Oh right , still getting those mixed up

Thx for correcting

Edit :

Changed the fpi to fpe

http://image.fps-files.com/images/56Watermod_Logo.bmp[/img]
dark peanut
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Posted: 8th Nov 2009 23:10
Ah yes it is. Forgot about that one, thanks for the correction!

dark peanut

current projects: a game about a guy
Conjured Entertainment
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Posted: 8th Nov 2009 23:12 Edited at: 8th Nov 2009 23:15
Also that ENTITY NAME in the desc should match the name of the BMP.

So, in this case it should be modelname

AaronG
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Posted: 9th Nov 2009 04:16
Yeah, there's no scaling or anything special needed because it's already an FPSC ready model, you just need the .fpe.



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